HawaiianLanguageGrammarGame

=Ali`i `Ai Moku 'o Kaua'i //(High Chief of Kaua'i) Design Document 2.0//=

//Last modified October 27, 2:45 pm//
= = Kalani Bright (kapaakea .a/t. manastudios .d0t. com) http://manastudios.com

Instructional Goal
To teach and motivate players to about place names, historical information, gods and legends of Kaua'i and Hawai'i as well as vocabulary.

Learners & Context of Use
The game is designed for ages 10 through adult; and primarily for Kaua'i residents to learn about the history and mythology of Kaua'i and Hawai'i. It is designed to be used for educational purposes in Hawaiian organizations as well as a families interested in Hawaiiana and Kaua'i.

The learners will have high motivation towards at least a high majority of the subject matter. The game is appropriate because it also helps to raise skill and in a fun way and is designed to be active. I hope eventually the game will be finally be deployed as a multi-player animated web based board game as questions and challenges could easily be added and you could play with other people online rather than needing someone at home to play with you.

Competing Products
There are no competing products at all. The closest games I found are only listed because they are Hawaiian board games. I was able to find just two '[|Pele's Peril]' and '[|Ohana Mana]'. However, by the look of them they don't look to be particularly educational. I do like the box and board design however. They seem to be targeted to younger players who are visiting Hawai'i on vacation.

The difference is this game is designed for Kaua'i residents insterested in learning about their island and Hawaiiana while having fun.

**Object of the Game**
The first person to take control of their island and become Kaua`i’s high chief.

The players start off with 1 chief and 10 warriors. The players each start from the warrior space in their land division. The island may be conquered using a variety of techniques; but it usually involves battle. The player rolls a dice and goes clockwise around the island landing on spaces. As the game progresses chiefs will ultimately be defeated. The last remaining chief is the winner of the game and becomes the high chief of Kaua`i.

Content Analysis
The content analysis has been posted at the following location: http://670.wikispaces.com/AliiAiMokuAnalysis

Game Materials
//No cards are shown but they have the same icon on the top of the card as the space in the board above.// - 1 board - 3 Decks of Play Cards organized by type: challenge [canoe], farming [kalo], mythology [pele and kamapua'a (pig god)] - 8 colored chief pieces: representing the district they are a chief of - 8x60 (480) colored warrior pieces (POGs), 60 per color in colored POG tube containers On one side of the pog is a picture and a Hawaiian word on the opposite side is the english translation. The pogs are kept in a pog container. - 8 colored pog containers. Each container can is 4 inches tall and can hold up to 80 pogs. - 8 chief/chiefess pogs, representing historical figures of Kauai’s history, on the front a picture and name of the chief. On the back the time he/she ruled, and what he/she is remembered for. - 8 heavier slammer pogs representing various characters from legends On one side of the pog is the picture of the character and name on the other is a list of his accomplishments -1 six side die - 1 eight sided colored die (for certain challenges, and for decided starting region) - 1 timer (used in certain challenges) - 1 game book - to be used for reference in some challenges for in game play, also contains answers to challenge questions, also lists instructions for play - 8 printed single page handouts for the various Kalana (divisions) of the island, which players can read except during answering questions/challenges. It contains general information on the various features of that land section and general history of it as well as gods/goddess/legends which are associated with it. A general familiarity can be gleamed by reading them which may aid in ruling out potential wrong answers when answering questions. They are not meant to be an aid however. - 8 pads of paper, 8 pencils - to be used in challenges or for taking notes

Time Required
The game would take a couple of minutes to set up and would take 20 minutes to 40 minutes to play depending on the number of players, how the game unfolded, and strategy. The game would be completed in a single play period or players could choose the winner over a series of games, as is desired.

The Rules
Players take turns rolling the eight sided colored dice picking up the chief and pog containers matching the color or that piece. A player re-rolls the dice if they land on the same color. This is to prevent one person with a special knowledge of a certain area to continually pick that area for a game. Variation #1: The first player rolls the color die and then picks the color of the next player, and that next player picks the color of the player following him. In this variation people pick colors for the other person what they expect to know the least about. Variation #2: If all players are okay with the process. All players can simply choose the district they want to be the chief of. Players each choose a chief piece and place it on the warrior place of the island district which matches their color. They take the pog containers and pog pieces matching their color take 10 pogs from the container and place them in a stack in front of them. Play starts from the chief of Wailua (the birthplace of chiefs) and proceeds clockwise around the board.
 * GAME SETUP**
 * Color Selection**
 * Pieces setup**

Cards are always picked up by the player nearly directly opposite to the player whose turn it is. The players picking up the cards should rotate clockwise as well.
 * GAME RULES**
 * Card pickup**

Players take turns rolling the six sided die and move that number of spaces in a clock-wise direction. Moving counter-clockwise is not permitted. Not moving is not permitted unless you have lost a turn through a resource card. You can only attack at the end of your move.
 * Movement**

There are 5 different types of spaces, three card type spaces, one war space, and one ordinary space. Additionally each of the spaces also correlates to a mountain space, a space near the ocean, or a space in the ocean. These various spaces type have no meaning except when used with resource cards. When playing resource cards you can place them and cause effects to players in particular regions. For example to summon the shark god Kamohoali’i or his son Nanaue if there are players in ocean spaces along the Nā Pali.
 * Spaces & Cards**

There are three card spaces. The are the challenge space (picture of a canoe), the farming space(picture of kalo), and a mythology space (picture of 2 gods). Card spaces are spaces where when you land on them you pick up an a card with the picture matching the space on the board. > > All players get an equal chance when competing in a challenge activity except when certain players elect to play appropriate challenge related resource cards. The challenge might involve a physical activity or a mental one. > > Some challenges can have multiple winners, while others can only have a single one. Certain challenges will make use of a answer book where each of the players answers are compared against the books answer by referencing a number on the card corresponding to an answer in the book. > > By successfully completing the challenge players are rewarded with the reward listed on the card. Some resource cards are not mythology related resource cards. Such as the Pu’uhonua (place of refuge) which is a card the player can play when losing a battle to shuttle his fallen warriors safely to the place which is sacred and no harm can fall upon them. The distinction between a war space and a space containing a chief piece. A war space is a space with the chief icon; every district has a single war space. The space with a chief acts the same way as a war space and you can attack a chief in that space; however if you land on special space you must answer the question correctly to be able to attack. If the chief you are attacking is on a war space you can only attack once, not twice.. You can only attack at the end of your turn.
 * Card Spaces (3 types)**
 * **Challenge space [Canoe]:** When landing on the space all players compete. A player draws a challenge card and reads it to the group. The instructions on the card are read and followed.
 * **Farming space [Kalo plant]:** A player across from the player picks up the card and reads it to the player. By answering a question correctly or succeeding in a single person challenge the player increases his agricultural capacity and therefore gains a piece of his choice. The questions can be anything from questions about a chief, to a place, to Hawaiian vocabulary. Many farming space cards are multiple choice, some are question and answer, and some are riddle based.
 * **Mythology space [Pele and Kamapua’a]:** Tests a player's knowledge of legends, Hawaiian religion, and gods/goddesses as they relate to Kauai's place names, stories, and Hawai'i in general. By answering the question correctly the player gets a resource card to use at their leisure. Some resource cards require using pogs or other resource cards to play. Certain resource cards can be played together for a bonus effect (such as Papa and Wakea [Earth Mother, Sky Father]. There are more resource cards in the mythology deck than the other two decks. The player reading the card cannot reveal to other players what the won resource card was.
 * War space/Space with another chief [Chiefs with Spears]**

When landing on a war space or a space containing another chief the player can elect to attack the district/chief. First a player must look at the number of his own warrior pieces and can ask for the number of his opponent’s warrior pieces since only warrior pieces can be used in battle. If a players elects to attack the district they must follow rules for warfare. If a player lands on a space with a chiefs piece he must successfully answer the spaces question (if there is one - or win the challenge to attack the chief).

Waging war is based on the game “POG’s” and warrior pieces are cardboard milkcaps which can be flipped to determine the number of troops lost during the battle.

To see the game of pogs in play please watch the following video: http://www.youtube.com/watch?v=6V9pEfoPY5c

Pogs are stacked face up and players take turns trying to flip the pogs with their pog piece. Resource cards can also be played at the following moments during war depending on when the resource card says it can be played: • After the decision to enter war has been made (never before) • After a defeat, for example a Pu’uhonua card can be used to save fallen warriors • As a counter to a previously played resource card

> As pogs are standard sized stacks of warriors can be placed against each other to determine who has more quickly.
 * Here is a breakdown of the steps for war:**
 * 1) Determining the number of warriors of the attacking player versus the defending player.
 * 1) The attacking player determines if he will go to war. The attacking player cannot go to war if he has no warriors (pogs), unless the defending player also has no warriors.
 * 2) If so keep following the steps
 * 3) If not, the turn is over
 * 4) Resource cards are played if desired, special temporary resource pogs are added to the players stacks. Resource pogs cannot be kept and are just for the current battle and must be returned when war is over.
 * 5) Place pogs on the ground in an even stack. After adjusting for the resources added. Place the pog stacks side by side.

> The defending player will place the difference in warriors on the ground for the attacking player to attempt to flip. The attacking player will match the pieces by half (rounding up). > Attacking player will place the difference of the pieces (or all he is able to) on the ground and the defending player will match them and place them on the stack. > Defending player suggests a number of pogs to commit to battle. If the attacking player is unhappy with this number a six sided dice is rolled and both players commit the number on the dice or the maximum number up to that number that either player is able to commit; however both players must commit the same number of pieces, regardless of the number. So if the dice roll is a six but the player is only able to commit five; then both players commit five. > The chief’s pog is placed on the board, attacking player commits no pogs. The player trys to succeed through muscle or wits (see below). If the pog is won, there is only two chances for the defending chief; using an appropriate resource card or to attempt escape. > //Attempting escape// > A last ditch effort to save a chief about to die. The attacking player calls out a whole number between one and six. The chief then rolls the dice. If the dice is that number the chief is spared and escapes. > Chiefs cannot attack when they have no warriors, unless the defending player also doesn’t have any warriors. In that case the defending player lays out his chief pog. Follow the rules for conquest above; except, if the attacking player is unsuccessful by either **(1)** incorrectly answering the question or **(2)** by a chiefs escape [through a resource card, dice roll], then the attacking player must lay out his chief’s pog and the defending player gets his chance to end the attacking chiefs reign.
 * **Attacking player has more warriors**
 * **Defending player has more warriors**
 * **Same number of warriors**
 * **Defending chief has no warriors, conquest..**
 * **Attacking chief has no warriors**

5. Attacking player attacks using a chosen method of attack Player chooses method to attack
 * **Muscle:** Player trys to flip over the pogs, defeated pieces are moved off of the board and returned to the box (the afterlife). If the attack is through muscle and the attack succeeds on the reverse of the flipped pog will be a vocabulary word, on the front side a translation. The attacking player will say the words translation. If he/she is successful then they will keep the pogs, if not the pogs are returned to the board (Pō, the afterlife). Pieces won which join the army are exchanged for the same number of pog pieces on the board which match the color of the player.
 * **Wits & Strategy:** Player chooses to answer a question/challenge of wits. Defending player chooses a card from any of the three card decks, and they engage in a challenge or the attacking player answers the question. If the player is successful then 10% of the pogs in play or 3 pogs (whichever is greater) will be captured by the attacking player and become part of their army. The bottom pog is pulled out and if it is correctly translated the player doubles his bonus (or all that is available. Pieces won which join the army are exchanged for the same number of pog pieces on the board which match the color of the player.

6. Defending player goes if there are pogs left, following the same rules as step 5.

Ordinary spaces have no effect. And landing on them simply ends your turn. When landing on the space the player can elect to attack the district. The degree of success in the attack is dependent on the size of the army and the defending players army and special cards. If the defending player loses the battle he/she loses a warrior. If the player does not have any warrior pieces their chief can be attacked and they will lose if they lose their chief. For instructions on waging war see the Battle Rules.
 * Ordinary spaces:**

Motivational Issues
Since the game employs a number of interesting subjects to Kaua'i residents there aren't a large number of motivational issues. Every part of the game is designed to make it an active learning and fun experience for the players.

The cards aren't arbitrary however, aside from discovering unknown facts of the island they live on, there are direct game play benefits to answering and memorizing the answers, as correct answers mean special cards or pieces which can be used strategically. Despite the pieces a player can defend themselves from attack by a good knowledge of Hawaiiana and Kaua'i as well as physical talents or speed in the challenges. Because players can be involved even when it is not their turn by the use of challenges and question reading it makes the game play more fun. Challenges such as memorizing a hula step by demonstration, or mental challenges by being the player to list the most Hawaiian words dealing with motion help to engage the player.

The use of pogs also makes the game play interesting and fun and more physical. It also rewards learning because the more Hawaiian vocabulary you know the more you can convince your enemies troops to surrender and join your side, rather than having to defeat them and send them to Po (the underworld).

Design Process
My process for putting the game together went through roughly 8 iterations of completely different ideas. I had a hard time thinking of the game play. The subject matter I knew it was going to be that. After that many times I realized the subject matter DID need to change. It wasn't going to work. I needed to make play relevant. Put in on the players island, have problems, make it relevant to them. I also needed to make the questions better and more mentally stimulating.

All players write your answer down on a piece of paper, fold it twice, and put it in the center of the board before time runs out. All successful players get a warrior piece. I am the tall verdant green cliffs of rainbows. I am in the center of many. I am overflowing water. What is my name?
 * Sample Challenge Question:**
 * 45
 * Answer: Wai'ale'ale.** (answer is in game book listed under #45)

In the Wailua river there are two giant lizard spirit guardians guarding the water there. One of them is shares the name of a village along the banks. What are their names. 1) Milu and Kakelawawae 2) Kamo'onaue and Likakapaniwae
 * Sample Mythology question**
 * 3) Kamokila and Kawelowai** (Answer)

Hawaiians used this plant both as a fuel for torches and for leis: 1) `Ohi`a h-a 2) Milo
 * Sample Agricultural Question**
 * 3) Kuku`i***

Each of the pogs have a vocabulary word on them (480 pogkas total) For example one might have a a picture of a canoe with the word wa'a (the hawaiian word for canoe), on the reverse the word canoe.

I also divided the game board into historical land divisions. Not exactly, there were only five but there are seven on the board, two of them took up 70% of the island and the board so I redivided the two largest into four which is actually the natural historic subdivisions. That way people can remember the historical district names as well as begin to associate places with the districts, and legends with them as well, their chiefs, and what gods and goddesses did there. A knowledge of Hawaiian helps you to answer some of the questions as you can gage what they mean. A knowledge of the area does to. But also the question itself teaches you; so when you visit that place there is a new connection.

I also put in mythology. Hawaiian Mythology and legends are rich and numerous, but they are being lost. When telling my niece the legend or the story of a rock shape she mentions it every time we pass it in excitement. Same thing with my neighbor who has lived under it for 30 years without knowing.

I tried getting feedback, requested from a few people, from other people but everyone has been too busy to take a look.

The lesson I learned is not to be married to your subject. Take a step back (or 10 in my case) and choose related subjects people have a natural affinity which are interesting and if there are parallels use them for teaching your primary idea.

Removal of Kahuna pogs. I decided it could potentially be misconstrued and taken the wrong way; it also complicated game play and added unnecessary pieces with no very important distinction between warrior pieces or translation or correlation to the use of them for other than resource cards; which made them unnecessary. In the use of resource cards it can be made that some warriors will return to the district (pog container) to become priests in order to effect the resource card so there is a cost for using certain cost associated with using resource cards.
 * Developer to Teacher Notes:**
 * Changes since previous version:**

Down time is minimized by the use of challenge spaces, resource cards which can call other players to aid them, and battles. It is important to note that battle time is minimal and the this process only lasts at an average of 35 seconds. It is not a time consuming process to do this. Difference can be calculated quickly by sliding the side with greater pogs over the other side and removing those pogs. That number is told to the defending player and the player commits them. The pogs that were removed are divided in half (rounding up) and committed. Since players are required to to compete in competitions and engage in battle which is a physical and can be exciting it increases immersion into the game. The education becomes less of a separate thing and more of an active part of the game and their strategy for winning. It never completely becomes entirely about education at the expense of fun. Players also will have high interest in the subject matter as it contains history and legends of places they see every but had no special meaning to them until now.
 * Minimizing Down Time and Increasing player interaction with other players**

The random events are the drawing of cards and the unexpected events are the strategic use of resource cards to cause havoc on the other players. In some spaces, or in certain circumstances resource cards can be played to change the outcome of an event or cause a catastrophic event such as a hurricane, tidal wave, or cause players to become lost in the forest, or gain battle advantages by using the war god Kū, or escape to a sacred and untouchable place of Refuge (Pu’uhonua) when having lost a battle. Random events can also be associated with battles as a players pog slamming technique can be an advantage/disadvantage. There are many ways to win a battle however and this technique is only one of the ways to engage in battle; the other is through wits. A knowledge of Hawaiiana, Kaua`i, and vocabulary will help you out more than your technique as you can add to the size of your army by knowing this vocabulary and win a short stack of pogs by wits whether than brawn through answering questions.
 * Unexpected/Random events**

Aside from the multi-player challenges and involvement through battles and resource cards players also can practice their pog slamming techniques and memorize vocabulary and read information about gods/goddesses on their resource cards, or learn about their district. This knowledge aids them in game play and winning.
 * Maximizing learning during down time**